Leudigar holds the nearest bell in his hand, muffling it as he squeezes past the statue and under the chain in one deft move. He finds himself standing on a 10ft wide and 40ft broad mezzanine that runs across one end of the dim chamber. It is occupied by a gaggle of a dozen or so statues; all seemingly warriors of various ages with an unlikely variety of arms and poses. They are mostly chained together with the belled chain, making the whole mezzanine something of a miniature labyrinth.

To the left end, there is a ramp running down about 10ft to the mid tier which is about 30ft broad. Directly ahead and across the room the far wall comprises a grand arch, and situated almost directly below it are a few dilapidated walls. These are illuminated by a wide, smoldering brazier standing besides them. Beyond this arch lies another dark space, possibly of larger proportions...

Let's make it interesting, shall we? Let's say there's a 1 in 6 chance that his pack or something catches the chain... 1d6=3, so nope.

Leudigar turns back and gets the attention of the rest of the group and indicates he wants strips of cloth from the dead monks' robes so he can tie off the cowbells as he moves through them. This would also mark the path he is taking for the others to follow...

While others are getting the cloth, he takes a few minutes to study the statues and bells and chains, looking for the best route to the ramp. Not the most direct route, but the route where he has to pass through the fewest number of cowbells.

Once the fabric is returned, his plan will be to fold some of the cloth into a "V" shape, then stick that into the bell, capturing the clapper between the fabric. Then he'll use another strip of cloth, wrapping it around the bottom of the bell and tying it at the top. This should keep the first piece of fabric inside the bell and thus silence the bell.

Leudigar signals his need about the same time Zax shoves and bustles his way to the front of the queue. Word is passed back, and Manfried eventually gets the instruction and heads back toward the monk room...

Meanwhile Leudigar plots a route through the chains and bells toward the ramp; he figures a direct path will probably only require him to pass one more bell. It should be almost risk free, if adequate care is taken...

The referee begins to wonder whether potential residents might catch a wiff of a scent, or a hint of a noise while all this is going on? besides which a wandering monster check is due, so 1d6=?

The low flame flickers steadily below, causing long shadows to lurch upon the ancient walls. The near-silence stretches the wait painfully long as Manfried gathers the fabric and passes it up the line in the dark, narrow tunnel...

On the statue-ledge, Leudigar fancies he may have caught a hint of motion in the dark room beyond the tumble down walls, but it's nothing he can identify; perhaps just a doubt in his own mind. None the less, a shadow of anxiety is growing on him as he waits...

What's that?! A minuscule echo from the dark? Or is it just Zax, grunting coarsely as he passes the ribbons of cloth supplied by Manfried into the young tracker's hand...?